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Illuvium: Arena Update 1.18.11

Patch Notes

  • Date PublishedOct 27, 2026
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Illuvium: Arena Update 1.18.11

This patch makes the guidance tooltips much less intrusive for new players and fixes a bug that could cost players loot in the Round 22 NPC fight, including Legendary Augment crates. It also cleans up how loot orbs behave while you scout other players.

In regards to balance: this update brings up several Illuvials and weapons that have been underperforming, tones down a few strong picks, and gives Granite a new identity. Drone augments got a broad pass, mostly small trims on the strongest options and buffs for the ones you've been skipping.

Guidance Tooltips

New players were seeing the same tooltips round after round, some stayed on screen through the battle, and closing one could block your controls. Tooltips now stay out of your way:

  • Shown once per match: Equip Augments, Open Crates and Combine Augment Components now show once per match, like the other tooltips, instead of every round or every other round.
  • Close on their own: Every tooltip closes when the next round starts and when the battle starts, so none are left over your bench during a fight.
  • Close when you act: Doing what a tooltip suggests closes it, such as using the T0/Lynx icon, refreshing the shop, buying XP, fusing, locking the shop or viewing a synergy.
  • No more blocked controls: Closing a tooltip no longer stops your hotkeys or drops what you were holding, and tooltips no longer catch clicks meant for the board.
  • Less crowding: Tooltips that used to appear together are spread out. Guidance Settings now shows in Round 6, Recycle in Round 7 and Refresh Shop in Round 13, and Equip and Combine sit side by side instead of on top of each other.
  • Combine timing: Combine Augment Components no longer shows a round early.
  • T0/Lynx: The T0/Lynx tooltip now says "Click" instead of "Hover", matching how the icon works.

Illuvials

Pterodactyl: Rhamphy, Rhamphite and Rhamphyre are still not doing what a Tier 5 unit should be doing, so their omega now arrives sooner and hits harder.

  • Omega damage: 850 / 900 / 1,000 → 900 / 1,000 / 1,100
  • Energy cost: 180 → 170

Thylacine: Dash, Rake and Umbre have been underrepresented for a long time and are now given some love to dominate the battlefield again by increasing their Omega base damage.

  • Omega base damage: 200 / 350 / 625 → 300 / 550 / 800
  • The tooltip now shows the correct total damage.

Drop Bear: Chucco, Chukoorl and especially Chukoondi might be the least played units in the game after the synergy rework. There is no clear answer to why you would pick this unit to complete your Wildfire, we're giving them some Omega damage and attack damage and keeping an eye on them.

  • Omega damage: 300 / 550 / 750 → 400 / 650 / 900
  • Attack damage: 85 / 110 / 155 → 90 / 120 / 170

Pangolin: Flare, Sear and especially Singe were winning a bit too much when they were spinning. Giving them a significant drop in energy damage output and we will keep an eye on them as well.

  • Omega damage per second: 60 / 80 / 120 → 50 / 70 / 90

Shoebill: Fern, Fernite and Blazenite are still staples in almost every competitive comp. After the nerf in the last patch, we don't want to further break their uniqueness as a disruptor/buffer, so we are tackling their omega damage output instead.

  • Omega damage: 150 / 300 / 500 → 120 / 240 / 360

Synergies

Phantom: Phantom is still one of the most underplayed synergies in the game and we don't want this to be the case for a synergy around a Tier 5 unit, we are giving it another buff.

  • Omega Power: 8 / 12 → 10 / 15
  • Energy steal: 40 / 80 → 50 / 100
  • (3) On omega, Crit Chance and Crit Amp gained: 5% → 10%

Revenant: This synergy hasn't seen proper play in a while even though its units are popular, we are giving it some careful love

  • Starting shield: 45 / 55 → 60 / 80
  • Splash damage: 45 / 55 → 60 / 80

Steam: While the Pistol Shrimp has been successful lately, stacking 3 Steam has felt lackluster for a while so we are giving a careful boost here as well

  • Damage Amp: 10% / 13% → 12% / 16%
  • Energy per second: 10 / 13 → 12 / 16
  • (3) Steam now triggers every 6 seconds (was 7).

Granite: This synergy has been reworked to no longer interfere as much with Invulnerable Drone Augments. Granite no longer makes your units briefly untouchable. Instead it gives them a longer stretch of heavy damage reduction at the start of combat, so your frontline holds through the opening burst.

  • Combat start: Invulnerable for 3 / 4 seconds → 50% Damage Reduction for 5 / 6 seconds
  • (3) It still retriggers every 30 seconds.

Weapons

The diversity of weapons being picked in competitive play is something we want to try to increase, so we are buffing underperformers. Also the Ranger can still use more power in their kit which we will scale slowly. Also we are giving more identity to the Psion/Empath ranged weapons, where Lava Gauntlet and Aqua Blaster get potential utility against corner comps.

Vinebound Cleaver

  • Health: 850 → 1,050
  • Omega Physical Attack Damage bonus: 62.5 → 80. The old tooltip wrongly showed 25.

Quake Maulers

  • Omega shield: 550 + 5% Max Health → 550 + 15% Max Health
  • Physical Resist removed per hit while shielded: 7 → 10

Lava Gauntlet: The omega now flies past units in the way to reach the furthest enemy. To balance the better reliability, its damage is lower.

  • Omega damage: 500 → 400

Flamewarden Staff

  • Omega damage: 600 → 700

Aqua Blaster: The omega shot no longer stops at the first enemy in its path. It reaches the target it was aimed at.

Earthgrasp Sceptre

  • Energy cost: 150 → 200

Nature weapons: more Health

  • Grove Sword: 900 → 1,100
  • Elderwood Stave: 600 → 800
  • Emberling Rod: 900 → 1,100

Weapon Amplifiers

A group of amplifiers that were clearly behind the others on their weapon have been buffed.

Vinebound Cleaver

  • Chlorophyll Rush: Health 600 → 800, Physical Attack Damage +30 → +45
  • Overgrowth: Health 500 → 700, Max Health bonus 20% → 25%
  • Desperation Surge: Health 300 → 600, Attack Speed per 5% missing Health 1.5% → 2.5%

Quake Maulers

  • Tectonic Rupture: Health 600 → 800. Its shield now matches the base Quake Maulers shield (550 + 15% Max Health for 4 seconds); it used to be smaller and shorter. Shield-break damage: 200 → 300

Tidal Shiv

  • Phantom Current: Health 500 → 600, omega heal 10% → 15% Max Health

Sprout Guard

  • Petal Detonation: Health 500 → 600, shield-break damage 550 → 850
  • Reflective Barrier: Health 400 → 600, reflected damage 10 → 25

Elderwood Stave

  • Spirit of Haste: Health 600 → 800, Attack Speed buff 20% → 30%
  • Piercing Thorns: Omega damage 20% → 25% Max Health

Grove Sword

  • Frenzied Gale: Health 400 → 600, Attack Speed 125% → 150%
  • Savage Rhythm: Health 500 → 700, Attack Pure Damage on omega 75 → 110

Sylphid Blade

  • Rhythm Breaker: Health 400 → 600, every-3rd-attack bonus 150% → 200%

Adjusted to match the base weapon changes

  • Judgment Fall (Flamewarden Staff): omega damage 800 → 900
  • Magma Intensifier (Lava Gauntlet): omega damage 750 → 650. It still adds +250 on top of the new base.

Tooltip fixes (no gameplay change). These tooltips now quote the correct base numbers.

  • Shatter Defense: "from 10 to 15"
  • Reinforced Rampart: "from 550 to 900"
  • Hydro Overload: "from 625"
  • Crushing Momentum: "from 625"
  • Flourishing Barrier: "from 375"

Augments

Lucid Pulse Reactor: This one has been winning a lot of games, so it's coming down a notch.

  • Attack Damage: 10% → 8%
  • Omega Power: 10 → 8
  • Max Omega Power stacks: 15 → 12

Drone Augments

Values are listed as stage 1 / 2 / 3.

Trimmed

  • Champion's Focus: 6 / 12 / 18% → 5 / 10 / 15%
  • Battle Momentum: stage 2: 5% → 4%, stage 3: 8% → 7%
  • Combat Rhythm: stage 2: 5% → 4%, stage 3: 8% → 7%
  • Defensive Upgrade: stage 2: 4 → 3, stage 3: 6 → 5
  • Fortress Protocol: 20 / 30 / 40 → 18 / 27 / 36
  • Second Wind: 8 / 16 / 24% → 7 / 14 / 21%
  • Veteran's Might: 4 / 7 / 10% → 3 / 6 / 9%
  • Nature Transfusion: stage 2: 0.7% → 0.6%, stage 3: 1% → 0.9%
  • Energizer: stage 3: 3 → 2.7

Buffed

  • Health Package: 100 / 200 / 300 → 140 / 280 / 420
  • New Batteries: 10 / 15 / 20 → 12 / 18 / 24
  • Omega Overflow: 6 / 12 / 18 → 7 / 13 / 20
  • Resonant Bond: 5 / 8 / 12% → 6 / 9 / 13%
  • Solid Start: 1.5 / 2 / 2.5s → 1.7 / 2.3 / 2.8s
  • Spike Up: 3 / 6 / 10 → 4 / 8 / 12
  • Stone Resilience: 7 / 14 / 20 → 8 / 16 / 23
  • Windy Aura: 10 / 20 / 30 → 12 / 23 / 34
  • Windborne Ward: 8 / 15 / 22 → 10 / 18 / 26
  • Threefold Power: Health 100 / 150 / 250 → 120 / 180 / 300, Attack Speed 10 / 20 / 30% → 12 / 22 / 32%
  • Bloodthirst: stage 3: 10% → 12%
  • Hyper Suppression: stage 1: 10s → 12s, stage 2: 16s → 20s

Bug Fixes

  • Emberling Rod: Fixed the omega's two blossoms landing late after the cast. They now go off on time.
  • Round 22 NPC loot: In the Round 22 NPC fight (Ryplance, Jokull, Phorus, Rai-lee and Greater Monkier), Phorus and Greater Monkier could still count as alive after they were defeated. An attack they launched just before going down kept hitting and healed them through Omnivamp. Loot tied to them was lost, including Legendary Augment crates, and you got fewer Credits for the round, even though every enemy went down. Defeated enemies now always count as defeated, so clearing the board always gives the full reward. This is why players sometimes got different rewards from that round.
  • Drone damage: The same issue could count a defeated unit as still standing at the end of a fight, adding damage to the losing player's drone. Only units that are actually still standing now count.
  • Healing after defeat: Units no longer show healing numbers or add to their healing stats after they have been defeated.
  • Loot orbs while scouting: When you scouted another player during a fight, your own loot orbs showed up on their board and flew into their drone, so it looked like they received your loot. Your orbs are now hidden while you scout and are still collected automatically. Any you haven't collected yet appear on your board when you return.
  • Collected loot orbs: A loot orb you had just collected could briefly reappear on the board. It no longer does.
  • Wildfire Imprint: Wildfire Imprint was granting twice the intended Health bonus. It now grants the correct amount.
  • Fighter Imprint: Fighter Imprint’s description showed a 10% Attack Speed bonus, but it was granting 5%. The description now matches the actual 5% bonus.